/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * * This file is part of The Mana Client. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include "net/manaserv/beinghandler.h" #include "actorspritemanager.h" #include "being.h" #include "client.h" #include "game.h" #include "localplayer.h" #include "log.h" #include "particle.h" #include "gui/okdialog.h" #include "net/net.h" #include "net/messagein.h" #include "net/manaserv/inventoryhandler.h" #include "net/manaserv/playerhandler.h" #include "net/manaserv/manaserv_protocol.h" #include "resources/colordb.h" #include "utils/gettext.h" #define POSITION_DIFF_TOLERANCE 48 namespace ManaServ { BeingHandler::BeingHandler() { static const Uint16 _messages[] = { GPMSG_BEING_ATTACK, GPMSG_BEING_ENTER, GPMSG_BEING_LEAVE, GPMSG_BEINGS_MOVE, GPMSG_BEINGS_DAMAGE, GPMSG_BEING_ACTION_CHANGE, GPMSG_BEING_LOOKS_CHANGE, GPMSG_BEING_DIR_CHANGE, 0 }; handledMessages = _messages; } void BeingHandler::handleMessage(Net::MessageIn &msg) { switch (msg.getId()) { case GPMSG_BEING_ENTER: handleBeingEnterMessage(msg); break; case GPMSG_BEING_LEAVE: handleBeingLeaveMessage(msg); break; case GPMSG_BEINGS_MOVE: handleBeingsMoveMessage(msg); break; case GPMSG_BEING_ATTACK: handleBeingAttackMessage(msg); break; case GPMSG_BEINGS_DAMAGE: handleBeingsDamageMessage(msg); break; case GPMSG_BEING_ACTION_CHANGE: handleBeingActionChangeMessage(msg); break; case GPMSG_BEING_LOOKS_CHANGE: handleBeingLooksChangeMessage(msg); break; case GPMSG_BEING_DIR_CHANGE: handleBeingDirChangeMessage(msg); break; } } static void handleLooks(Being *being, Net::MessageIn &msg) { int lookChanges = msg.readInt8(); if (lookChanges <= 0) return; while (lookChanges-- > 0) { unsigned int slotTypeId = msg.readInt8(); being->setSprite(slotTypeId + FIXED_SPRITE_LAYER_SIZE, msg.readInt16(), "", Net::getInventoryHandler()->isWeaponSlot(slotTypeId)); } } void BeingHandler::handleBeingEnterMessage(Net::MessageIn &msg) { int type = msg.readInt8(); int id = msg.readInt16(); Being::Action action = (Being::Action)msg.readInt8(); int px = msg.readInt16(); int py = msg.readInt16(); BeingDirection direction = (BeingDirection)msg.readInt8(); Being *being; if (!Game::instance()->getCurrentMap()->containsPixel(px, py)) { logger->log("Warning: Received GPMSG_BEING_ENTER for being id %i " "with position outside the map boundaries " "(x = %i, y = %i)", id, px, py); return; } switch (type) { case OBJECT_CHARACTER: { std::string name = msg.readString(); if (player_node->getName() == name) { being = player_node; being->setId(id); } else { being = actorSpriteManager->createBeing(id, ActorSprite::PLAYER, 0); being->setName(name); } int hs = msg.readInt8(), hc = msg.readInt8(); being->setSprite(SPRITE_LAYER_HAIR, hs * -1, ColorDB::get(hc)); being->setGender(msg.readInt8() == ManaServ::GENDER_MALE ? ::GENDER_MALE : ::GENDER_FEMALE); handleLooks(being, msg); } break; case OBJECT_MONSTER: case OBJECT_NPC: { int subtype = msg.readInt16(); being = actorSpriteManager->createBeing(id, type == OBJECT_MONSTER ? ActorSprite::MONSTER : ActorSprite::NPC, subtype); std::string name = msg.readString(); if (name.length() > 0) being->setName(name); being->setGender(msg.readInt8() == ManaServ::GENDER_MALE ? ::GENDER_MALE : ::GENDER_FEMALE); } break; default: return; } being->setPosition(px, py); being->setDestination(px, py); being->setDirection(direction); being->setAction(action); } void BeingHandler::handleBeingLeaveMessage(Net::MessageIn &msg) { Being *being = actorSpriteManager->findBeing(msg.readInt16()); if (!being) return; actorSpriteManager->destroy(being); } void BeingHandler::handleBeingsMoveMessage(Net::MessageIn &msg) { while (msg.getUnreadLength()) { int id = msg.readInt16(); int flags = msg.readInt8(); Being *being = actorSpriteManager->findBeing(id); int sx = 0, sy = 0, dx = 0, dy = 0, speed = 0; if ((!flags & (MOVING_POSITION | MOVING_DESTINATION))) continue; if (flags & MOVING_POSITION) { sx = msg.readInt16(); sy = msg.readInt16(); } if (flags & MOVING_DESTINATION) { dx = msg.readInt16(); dy = msg.readInt16(); speed = msg.readInt8(); } if (!being) continue; if (speed) { /* * The being's speed is transfered in tiles per second * 10 * to keep it transferable in a Byte. * We set it back to tiles per second and in a float. */ float speedTilesSeconds = (float) speed / 10; being->setMoveSpeed(Vector(speedTilesSeconds, speedTilesSeconds, 0)); } // Ignore messages from the server for the local player if (being == player_node) continue; // If the position differs too much from the actual one, we resync // the being position if (flags & MOVING_POSITION) { if (!being->getMap()->containsPixel(sx, sy)) { logger->log("Warning: Received GPMSG_BEINGS_MOVE for being id " "%i with position outside the map boundaries " "(x = %i, y = %i)", id, sx, sy); continue; } Vector serverPos(sx, sy); if (serverPos.length() - being->getPosition().length() > POSITION_DIFF_TOLERANCE) being->setPosition(serverPos); } if (flags & MOVING_DESTINATION) { if (!being->getMap()->containsPixel(dx, dy)) { logger->log("Warning: Received GPMSG_BEINGS_MOVE for being id " "%i with destination outside the map boundaries " "(x = %i, y = %i)", id, dx, dy); continue; } being->setDestination(dx, dy); } } } void BeingHandler::handleBeingAttackMessage(Net::MessageIn &msg) { Being *being = actorSpriteManager->findBeing(msg.readInt16()); const BeingDirection direction = (BeingDirection) msg.readInt8(); const int attackId = msg.readInt8(); if (!being) return; being->setDirection(direction); being->setAction(Being::ATTACK, attackId); } void BeingHandler::handleBeingsDamageMessage(Net::MessageIn &msg) { while (msg.getUnreadLength()) { Being *being = actorSpriteManager->findBeing(msg.readInt16()); int damage = msg.readInt16(); if (being) { being->takeDamage(0, damage, Being::HIT); } } } void BeingHandler::handleBeingActionChangeMessage(Net::MessageIn &msg) { Being *being = actorSpriteManager->findBeing(msg.readInt16()); Being::Action action = (Being::Action) msg.readInt8(); if (!being) return; being->setAction(action); if (action == Being::DEAD && being == player_node) { static char const *const deadMsg[] = { _("You are dead."), _("We regret to inform you that your character was killed in " "battle."), _("You are not that alive anymore."), _("The cold hands of the grim reaper are grabbing for your soul."), _("Game Over!"), _("No, kids. Your character did not really die. It... err... " "went to a better place."), _("Your plan of breaking your enemies weapon by bashing it with " "your throat failed."), _("I guess this did not run too well."), _("Do you want your possessions identified?"), // Nethack reference _("Sadly, no trace of you was ever found..."), // Secret of Mana reference _("Annihilated."), // Final Fantasy VI reference _("Looks like you got your head handed to you."), // Earthbound reference _("You screwed up again, dump your body down the tubes and get " "you another one.") // Leisure Suit Larry 1 Reference }; std::string message(deadMsg[rand()%13]); message.append(std::string(" ") + _("Press OK to respawn.")); OkDialog *dlg = new OkDialog(_("You Died"), message, false); dlg->addActionListener(&(ManaServ::respawnListener)); } } void BeingHandler::handleBeingLooksChangeMessage(Net::MessageIn &msg) { Being *being = actorSpriteManager->findBeing(msg.readInt16()); if (!being || being->getType() != ActorSprite::PLAYER) return; handleLooks(being, msg); if (msg.getUnreadLength()) { int style = msg.readInt16(); int color = msg.readInt16(); being->setSprite(SPRITE_LAYER_HAIR, style * -1, ColorDB::get(color)); } } void BeingHandler::handleBeingDirChangeMessage(Net::MessageIn &msg) { Being *being = actorSpriteManager->findBeing(msg.readInt16()); if (!being) return; int data = msg.readInt8(); // The direction for the player's character is handled on client side. if (being != player_node) being->setDirection((BeingDirection) data); } } // namespace ManaServ